About mobile AR

Augmented reality is an emerging technology that permits the overlay of computer graphics on the real world. It includes scanning the physical real-world environment, which is then enhanced/augmented by adding virtual computer-generated information to it. End-users can make use of this technology through applications developed for mobile devices. It involves blending digital content with the physical world.

Technavio's analysts forecast the mobile AR market in Japan to grow at a CAGR of 104.8 percent over the period 2014-2019.

Covered in this report

This report covers the present scenario and the growth prospects of the mobile AR market in Japan for the period 2015-2019. It presents the vendor landscape and a corresponding detailed analysis of vendors in the market. The report covers the overall ecosystem of the mobile AR market in Japan, including AR engine, AR software applications and AR hardware. In addition, the report discusses the major drivers that influence the growth of the mobile AR market in Japan. It also outlines the challenges faced by the vendors and the market at large, as well as the key trends emerging in the market.

Technavio's report, Mobile AR Market in Japan 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the mobile AR market landscape in Japan and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors

Aurasma

Blippar

LM3LABS

Metaio

Total Immersion

VIVIDWORKS

Vuforia

Wikitude

Zappar

Market driver

High adoption of innovative technology in Japan

For a full, detailed list, view our report

Market challenge

Lack of content

For a full, detailed list, view our report

Market trend

Market regulation

For a full, detailed list, view our report

Key questions answered in this report

What will the market size be in 2019 and what will the growth rate be?

What are the key market trends?

What is driving this market?

What are the challenges to market growth?

Who are the key vendors in this market space?

What are the market opportunities and threats faced by the key vendors?

Table of Contents

Product Code: IRTNTR5868

Table of Contents

1. List of Abbreviations

2. Executive Summary

3. Scope

3.1. Definitions

3.1.1. AR engine

3.1.2. AR software

3.1.3. AR hardware

3.2. End-user segments

3.2.1. Enterprise

3.2.2. Consumer

3.3. Base year

3.4. Market size calculation and segmentation

3.4.1. Calculation of market size of mobile AR market in Japan

3.4.2. End-user segmentation

3.4.3. Vendor segmentation

3.5. Common currency conversion rates

4. Introduction

4.1. History

4.2. Present scenario

4.3. Future perspective

5. Technology Lifecycle

6. Mobile AR

6.1. Value chain

6.2. Market size

6.3. Potential ARPA

6.4. Segment analysis and end-user applications

6.4.1. Enterprise

6.4.2. Consumer

6.5. Porter's five forces

6.5.1. Threat of substitutes

6.5.2. Threat of new entrants

6.5.3. Bargaining power of suppliers

6.5.4. Bargaining power of buyers

6.5.5. Threat of rivalry

7. Drivers

7.1. High adoption of new technology in Japan

7.2. Increased adoption in advertising sector

7.3. Workflow automation

7.4. SLAM technology

8. Challenges

8.1. Lack of content in AR apps

8.2. Low awareness

8.3. Hardware limitations

8.4. Inaccurate sensors

8.5. Lack of interoperability across mobile platforms

9. Trends

9.1. Market regulations

9.2. BYOD and COPE

9.3. Depth-sensing cameras

10. Competitive Scenario

11. Will AR Change Our Lives?

12. Key Vendor Analysis

12.1. Augmented pixels

12.1.1. Key facts

12.1.2. Business Overview

12.1.3. Applications developed using AR technology

12.1.4. Recent developments

12.2. Aurasma

12.2.1. Key facts

12.2.2. Business overview

12.2.3. Recent developments

12.3. Blippar

12.3.1. Key facts

12.3.2. Business overview

12.3.3. Geographical presence

12.3.4. Business strategy

12.3.5. Recent developments

12.4. Catchoom

12.4.1. Key facts

12.4.2. Business overview

12.4.3. Geographical presence

12.4.4. Business strategy

12.4.5. Recent developments

12.5. DAQRI

12.5.1. Key facts

12.5.2. Business overview

12.5.3. Key offerings

12.5.4. Recent developments

12.6. Here (Nokia)

12.6.1. Key facts

12.6.2. Business overview

12.6.3. Business segmentation by revenue 2014

12.6.4. Business segmentation by revenue 2013 and 2014

12.6.5. Geographical segmentation by revenue 2014

12.6.6. Business strategy

12.6.7. Recent developments

12.7. Metaio

12.7.1. Key facts

12.7.2. Business overview

12.7.3. Key product offerings

12.7.4. Key solutions

12.7.5. Business strategy

12.7.6. Recent developments

12.8. Total Immersion

12.8.1. Key facts

12.8.2. Business overview

12.8.3. Key offerings

12.8.4. Geographical presence

12.8.5. Recent developments

12.9. VividWorks

12.9.1. Key facts

12.9.2. Business overview

12.9.3. VividPlatform

12.9.4. End-users

12.9.5. Geographical Presence

12.9.6. Business strategy

12.9.7. Recent developments

12.1. Qualcomm

12.10.1. Key facts

12.10.2. Business overview

12.10.3. Business segmentation by revenue 2014

12.10.4. Business segmentation by revenue 2013 and 2014

12.10.5. Geographical segmentation by revenue 2014

12.10.6. Business strategy

12.10.7. Recent developments

12.11. Wikitude

12.11.1. Key facts

12.11.2. Business overview

12.11.3. Key offerings

12.11.4. Business strategy

12.11.5. Recent developments

12.12. Zappar

12.12.1. Key facts

12.12.2. Business overview

12.12.3. Resellers geographical presence

12.12.4. Recent developments

12.13. Google

12.13.1. Key facts

12.13.2. Business overview

12.13.3. Revenue comparison of advertising revenues and other revenues by 2013 and 2014